__e2setcost(20)

e2function void entity:setGravity(number grav)
	if !IsValid(this) then return end
	if !isOwner(self, this) then return end
	this:SetGravity(grav)
end


e2function void entity:ignite(number time)
	if !IsValid(this) then return end
	if !isOwner(self, this) then return end
	this:Ignite(time,0)
end

e2function void entity:setPos(vector Pos)
	if !IsValid(this) then return end
	if !isOwner(self, this) then return end
	this:SetPos(Vector(Pos[1],Pos[2],Pos[3]));
end

e2function void entity:setVel( vector Vel)
	if !IsValid(this) then return end
	if !isOwner(self, this) then return end
	this:SetVelocity(Vector(Vel[1],Vel[2],Vel[3]))
end
//---------------------------------------------------
//-----------------------WeldTo----------------------
//---------------------------------------------------

local function Weldit(self, firstentity, secentity, nc, fl)
            local welded = constraint.Weld(firstentity, secentity, 0, 0, fl, tobool(nc))
				
end

e2function void entity:weldTo(entity ent,number nocollide)
    local ply = self.player
    Weldit(self, this, ent, nocollide, forcelimit)
end